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WepIconDWN021-Top Top Spin Topmansprite
TopSpinWepGif
Weapon code TopSpinWep
Comes from Mega Man 3
Weapon color scheme Gray-on-faded tan
Fire rate Extremely fast
Missile speed ---
Capacity 6 uses
Weapon hotkey/type [4] Close range
Damage 40*4 (Explosive) (One spin)
Appears in
these maps
MM2AirMM6BlizzardMM3GammaMM1IceMM2QuickStageIconRobotMastersMM3TopMM5Wave

Remember that one weapon you never used in Mega Man 3? The weapon everyone thinks is useless and silly? The one that makes you pirouette in the air like some kind of effeminate robot ballerina? Oh yes, Top Spin is in MM8BDM and is one of the most dangerous armaments of the game. Just like in Mega Man 3, it makes you spin rapidly and can only be used in mid-air. It's range is incredibly limited, but more often than not, this weapon will kill its target in one shot! Just jump, spin, and win! What could be more simple?

Tactics

Using Top Spin

As Top Spin is an extremely close-ranged weapon, it's most effective if you can sneak up on a person -- or in some cases, a crowd of people -- and take them by surprise! This weapon is also extremely effective in low gravity or other buoyant areas. Since you keep spinning until you land, being able to jump high and/or float makes this weapon quite efficient. Just make sure you have enough overhead clearance and get close enough, and you'll be racking up frags in no time!

There are downsides to this weapon, of course. For one, you have to be practically on top of your target to do any serious damage to them. Any further away than elbow-rubbing distance just proves to annoy your enemies rather than do life-threatening harm. The other thing is that since you can only use it in mid-air, this weapon is practically suicide in low-ceiling areas. Finally, the camera will rotate on itself during the spin leaving you disoriented after finishing the attack.

Vs. Top Spin

If you see someone wearing gray coming towards you and not firing anything, run backward and open fire. Even if you're in a short corridor where they seemingly can't do much harm to you, they might do enough peck damage to really ruin your day. If they miss though, they will often be discombobulated from the rotation. Use this opportunity to send them packing!

Top Spin Vs. Top Spin

In stages that have Top Spin, it's likely you'll come across someone else using the weapon and feasting on frags. You don't want this happening, those other players should be running from you! If you get into a side duel where both you and your rival have Top Spin, it is basically a high-noon Western shootout. Almost as soon as you're off the ground going up, press the fire button. If successful, your foe won't even have a chance to turn 90 degrees before you twist their metallic insides out.

Code

actor TopSpinWep : MegaBuster 10039
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was twisted by %k's Top Spin."
Inventory.Pickupmessage "Power up! Top Spin!"
weapon.ammotype "TopSpinAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "TOPSI"
Scale 2.0
States
{
Spawn:
WEAP J 1
loop
Ready:
TOPH A 0 ACS_ExecuteAlways(998,0,9)
TOPH A 0 A_TakeInventory("SpinTime",1)
TOPH A 1 A_WeaponReady
Goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TOPH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TOPH A 1 A_Raise
Loop
Fire:
TOPH A 0 A_JumpIfInventory("SpinTime",1,"SpinEnd")
TOPH A 0 ACS_Execute(195,0)
TOPH A 1 A_JumpIf(z-floorz<=0 || momz==0, "NoAmmo")
TOPH A 1 A_JumpIfNoAmmo("NoAmmo")
TOPH A 0 A_TakeInventory("TopSpinAmmo", 5)
TOPH A 0 A_TakeInventory("JumpCancler", 1)
TOPH A 0 A_PlaySoundEx("weapon/topspin","Weapon")
TOPH A 0 A_GiveInventory("SpinTime",1)
TOPH A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH B 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH B 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH C 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH C 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH D 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH D 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH E 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TOPH A 0 A_SetAngle(angle-20.0) 
TOPH A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TOPH E 1 A_JumpIf(z-floorz<=0, "SpinEnd")
Spin:
TNT1 A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SetAngle(angle-20.0) 
TNT1 A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TNT1 A 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TNT1 A 0 A_SetAngle(angle-20.0) 
TNT1 A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TNT1 A 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TNT1 A 0 A_GiveInventory("CutterFlag", 1)
TNT1 A 0 A_JumpIfInventory("CutterFlag", 15, "MomentumCheck")
Loop
MomentumCheck:
TNT1 A 0 A_JumpIfInventory("StrongSpring", 1, "Spin")
TNT1 A 0 A_TakeInventory("CutterFlag", 15)
TNT1 A 0 A_JumpIf(momz==0, "SpinEnd")
Goto Spin
SpinEnd:
TOPH A 0 A_TakeInventory("SpinTime",1)
TOPH A 1 ACS_Execute(979,0)
TOPH A 0 A_TakeInventory("CutterFlag", 15)
TOPH A 0 A_Refire
Goto Ready+1
NoAmmo:
TOPH A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor TopSpinAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor TopRadius
{
PROJECTILE
scale 2.5
damagetype "TopSpin"
Speed 0
+DONTBLAST
height 0
radius 0
States
{
Spawn:
TNT1 A 0
TOPS A 2 A_Explode(40,85,0)
stop
}
}

actor SpinTime : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

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